Clang format everything.

This commit is contained in:
Relintai 2024-07-16 21:23:54 +02:00
parent 4d2e9220c7
commit c7ac1db971
132 changed files with 2642 additions and 2997 deletions

View File

@ -36,8 +36,8 @@
#include "core/string/ustring.h"
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
#include "scene/main/node.h"
#include "core/config/project_settings.h"
#include "scene/main/node.h"
#endif
static ErrorHandlerList *error_handler_list = nullptr;

View File

@ -32,8 +32,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/os/safe_refcount.h"
#include "core/object/object_id.h"
#include "core/os/safe_refcount.h"
#include "core/typedefs.h"
/**
@ -573,4 +573,3 @@ void _physics_interpolation_warning(const char *p_function, const char *p_file,
_physics_interpolation_warning(FUNCTION_STR, __FILE__, __LINE__, UINT64_MAX, m_string)
#endif // ERROR_MACROS_H

View File

@ -990,8 +990,6 @@ void RasterizerSceneGLES2::gi_probe_instance_set_transform_to_data(RID p_probe,
void RasterizerSceneGLES2::gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) {
}
////////////////////////////
////////////////////////////
////////////////////////////

View File

@ -560,8 +560,6 @@ public:
virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds);
/* RENDER LIST */
enum LightMode {

View File

@ -6731,4 +6731,3 @@ RasterizerStorageGLES2::RasterizerStorageGLES2() {
RasterizerStorageGLES2::system_fbo = 0;
config.should_orphan = true;
}

View File

@ -1042,7 +1042,6 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv) {
uniform mediump vec4 lightmap_captures[12];
#endif
#ifdef USE_RADIANCE_MAP
uniform samplerCube radiance_map; // texunit:-2

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* rasterizer_canvas_base_gles3.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,12 +27,12 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "rasterizer_canvas_base_gles3.h"
#include "core/os/os.h"
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "drivers/gles_common/rasterizer_asserts.h"
#include "rasterizer_scene_gles3.h"
#include "servers/rendering/rendering_server_raster.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* rasterizer_canvas_base_gles3.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef RASTERIZER_CANVAS_BASE_GLES3_H
#define RASTERIZER_CANVAS_BASE_GLES3_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* rasterizer_canvas_gles3.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "rasterizer_canvas_gles3.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* rasterizer_canvas_gles3.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef RASTERIZER_CANVAS_GLES3_H
#define RASTERIZER_CANVAS_GLES3_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* rasterizer_gles3.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,12 +27,12 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "rasterizer_gles3.h"
#include "core/os/os.h"
#include "core/config/project_settings.h"
#include "core/os/os.h"
RasterizerStorage *RasterizerGLES3::get_storage() {
return storage;

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* rasterizer_gles3.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef RASTERIZER_GLES3_H
#define RASTERIZER_GLES3_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* rasterizer_scene_gles3.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,13 +27,13 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "rasterizer_scene_gles3.h"
#include "core/config/project_settings.h"
#include "core/math/math_funcs.h"
#include "core/os/os.h"
#include "core/config/project_settings.h"
#include "rasterizer_canvas_gles3.h"
#include "servers/rendering/rendering_server_raster.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* rasterizer_scene_gles3.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef RASTERIZER_SCENE_GLES3_H
#define RASTERIZER_SCENE_GLES3_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* rasterizer_storage_gles3.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,14 +27,14 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "rasterizer_storage_gles3.h"
#include "core/config/engine.h"
#include "core/os/os.h"
#include "core/config/project_settings.h"
#include "core/containers/threaded_callable_queue.h"
#include "core/os/os.h"
#include "main/main.h"
#include "rasterizer_canvas_gles3.h"
#include "rasterizer_scene_gles3.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* rasterizer_storage_gles3.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef RASTERIZER_STORAGE_GLES3_H
#define RASTERIZER_STORAGE_GLES3_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* shader_cache_gles3.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,15 +27,15 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "shader_cache_gles3.h"
#include "core/config/project_settings.h"
#include "core/containers/sort_array.h"
#include "core/crypto/crypto_core.h"
#include "core/os/dir_access.h"
#include "core/os/os.h"
#include "core/config/project_settings.h"
#include "core/containers/sort_array.h"
#include "core/string/ustring.h"
String ShaderCacheGLES3::hash_program(const char *const *p_strings_platform, const LocalVector<const char *> &p_vertex_strings, const LocalVector<const char *> &p_fragment_strings) {

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@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* shader_cache_gles3.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef SHADER_CACHE_GLES3_H
#define SHADER_CACHE_GLES3_H

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@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* shader_compiler_gles3.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,12 +27,12 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "shader_compiler_gles3.h"
#include "core/os/os.h"
#include "core/config/project_settings.h"
#include "core/os/os.h"
#define SL ShaderLanguage

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@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* shader_compiler_gles3.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef SHADER_COMPILER_GLES3_H
#define SHADER_COMPILER_GLES3_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* shader_gles3.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,14 +27,14 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "shader_gles3.h"
#include "core/containers/local_vector.h"
#include "core/containers/threaded_callable_queue.h"
#include "core/os/os.h"
#include "core/string/print_string.h"
#include "core/containers/threaded_callable_queue.h"
#include "drivers/gles3/rasterizer_storage_gles3.h"
#include "drivers/gles3/shader_cache_gles3.h"
#include "servers/rendering_server.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* shader_gles3.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,18 +27,18 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef SHADER_GLES3_H
#define SHADER_GLES3_H
#include "core/containers/hash_map.h"
#include "core/containers/local_vector.h"
#include "core/containers/rb_map.h"
#include "core/containers/og_hash_map.h"
#include "core/containers/rb_map.h"
#include "core/containers/self_list.h"
#include "core/math/projection.h"
#include "core/os/safe_refcount.h"
#include "core/containers/self_list.h"
#include "core/variant/variant.h"
#include "platform_config.h"

View File

@ -121,6 +121,7 @@
#include "editor/plugins/curve_editor_plugin.h"
#include "editor/plugins/editor_preview_plugins.h"
#include "editor/plugins/gi_probe_editor_plugin.h"
#include "editor/plugins/gpu_particles_2d_editor_plugin.h"
#include "editor/plugins/gradient_editor_plugin.h"
#include "editor/plugins/gradient_texture_2d_editor_plugin.h"
#include "editor/plugins/item_list_editor_plugin.h"
@ -135,7 +136,6 @@
#include "editor/plugins/navigation_obstacle_2d_editor_plugin.h"
#include "editor/plugins/navigation_obstacle_3d_editor_plugin.h"
#include "editor/plugins/packed_scene_editor_plugin.h"
#include "editor/plugins/gpu_particles_2d_editor_plugin.h"
#include "editor/plugins/particles_editor_plugin.h"
#include "editor/plugins/path_2d_editor_plugin.h"
#include "editor/plugins/path_editor_plugin.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* baked_lightmap_editor_plugin.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "baked_lightmap_editor_plugin.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* baked_lightmap_editor_plugin.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef BAKED_LIGHTMAP_EDITOR_PLUGIN_H
#define BAKED_LIGHTMAP_EDITOR_PLUGIN_H

View File

@ -65,8 +65,8 @@
#include "editor/plugins/animation_player_editor_plugin.h"
#include "editor/scene_tree_dock.h"
#include "editor/script_editor_debugger.h"
#include "scene/2d/light_2d.h"
#include "scene/2d/gpu_particles_2d.h"
#include "scene/2d/light_2d.h"
#include "scene/2d/polygon_2d.h"
#include "scene/main/node_2d.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* gi_probe_editor_plugin.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "gi_probe_editor_plugin.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* gi_probe_editor_plugin.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef GI_PROBE_EDITOR_PLUGIN_H
#define GI_PROBE_EDITOR_PLUGIN_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/* particles_2d_editor_plugin.cpp */
/**************************************************************************/
/*************************************************************************/
/* gpu_particles_2d_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,23 +27,23 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "gpu_particles_2d_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "core/io/image_loader.h"
#include "editor/editor_file_dialog.h"
#include "scene/2d/cpu_particles_2d.h"
#include "scene/gui/separator.h"
#include "scene/resources/material/particles_material.h"
#include "scene/2d/gpu_particles_2d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/file_dialog.h"
#include "editor/editor_file_dialog.h"
#include "scene/gui/option_button.h"
#include "scene/gui/check_box.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/option_button.h"
#include "scene/gui/popup_menu.h"
#include "scene/gui/separator.h"
#include "scene/gui/spin_box.h"
#include "scene/resources/material/particles_material.h"
void GPUParticles2DEditorPlugin::edit(Object *p_object) {
particles = Object::cast_to<GPUParticles2D>(p_object);

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/* particles_2d_editor_plugin.h */
/**************************************************************************/
/*************************************************************************/
/* gpu_particles_2d_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef PARTICLES_2D_EDITOR_PLUGIN_H
#define PARTICLES_2D_EDITOR_PLUGIN_H

View File

@ -49,20 +49,20 @@
#include "core/variant/variant.h"
#include "editor/editor_file_dialog.h"
#include "editor/editor_node.h"
#include "editor/plugins/spatial_editor_plugin.h"
#include "editor/scene_tree_editor.h"
#include "scene/3d/cpu_particles.h"
#include "scene/3d/gpu_particles.h"
#include "scene/3d/visual_instance.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/option_button.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/popup_menu.h"
#include "scene/gui/spin_box.h"
#include "scene/main/node.h"
#include "scene/main/spatial.h"
#include "scene/3d/gpu_particles.h"
#include "scene/3d/cpu_particles.h"
#include "scene/resources/material/particles_material.h"
#include "editor/plugins/spatial_editor_plugin.h"
bool ParticlesEditorBase::_generate(PoolVector<Vector3> &points, PoolVector<Vector3> &normals) {
bool use_normals = emission_fill->get_selected() == 1;
@ -528,4 +528,3 @@ GPUParticlesEditorPlugin::GPUParticlesEditorPlugin(EditorNode *p_node) {
GPUParticlesEditorPlugin::~GPUParticlesEditorPlugin() {
}

View File

@ -133,5 +133,4 @@ public:
~GPUParticlesEditorPlugin();
};
#endif // PARTICLES_EDITOR_PLUGIN_H

View File

@ -92,8 +92,8 @@
#include "scene/resources/environment_3d.h"
#include "scene/resources/font/font.h"
#include "scene/resources/gradient.h"
#include "scene/resources/mesh/surface_tool.h"
#include "scene/resources/mesh/multimesh.h"
#include "scene/resources/mesh/surface_tool.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/shader.h"
#include "scene/resources/shapes/shape.h"

View File

@ -63,6 +63,7 @@
#include "scene/3d/collision_shape.h"
#include "scene/3d/cpu_particles.h"
#include "scene/3d/gi_probe.h"
#include "scene/3d/gpu_particles.h"
#include "scene/3d/label_3d.h"
#include "scene/3d/light.h"
#include "scene/3d/listener.h"
@ -83,7 +84,6 @@
#include "scene/3d/sprite_3d.h"
#include "scene/3d/vehicle_body.h"
#include "scene/3d/visibility_notifier.h"
#include "scene/3d/gpu_particles.h"
#include "scene/main/control.h"
#include "scene/main/node.h"
#include "scene/main/scene_tree.h"
@ -3184,7 +3184,6 @@ void GIProbeGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
p_gizmo->add_handles(handles, get_material("handles"));
}
////
BakedIndirectLightGizmoPlugin::BakedIndirectLightGizmoPlugin() {

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* denoise_wrapper.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "denoise_wrapper.h"
#include "core/os/memory.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* denoise_wrapper.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef DENOISE_WRAPPER_H
#define DENOISE_WRAPPER_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* lightmap_denoiser.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "lightmap_denoiser.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* lightmap_denoiser.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef LIGHTMAP_DENOISER_H
#define LIGHTMAP_DENOISER_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* register_types.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "register_types.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* register_types.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef DENOISE_REGISTER_TYPES_H
#define DENOISE_REGISTER_TYPES_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* lightmapper_cpu.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,14 +27,14 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "lightmapper_cpu.h"
#include "core/config/project_settings.h"
#include "core/math/geometry.h"
#include "core/os/os.h"
#include "core/os/threaded_array_processor.h"
#include "core/config/project_settings.h"
#include "editor_modules/raycast/lightmap_raycaster.h"
#ifdef TOOLS_ENABLED

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* lightmapper_cpu.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef LIGHTMAPPER_CPU_H
#define LIGHTMAPPER_CPU_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* register_types.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "register_types.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* register_types.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef LIGHTMAPPER_CPU_REGISTER_TYPES_H
#define LIGHTMAPPER_CPU_REGISTER_TYPES_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* lightmap_raycaster.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "lightmap_raycaster.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* lightmap_raycaster.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "core/object/object.h"
#include "scene/3d/lightmapper.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* register_types.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "register_types.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* register_types.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "modules/register_module_types.h"

View File

@ -2,11 +2,12 @@
/* dummy.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@ -1,5 +1,5 @@
/*************************************************************************/
/* query_result.cpp */
/* prepared_statement.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */

View File

@ -2,7 +2,7 @@
#define PREPARED_STATEMENT_H
/*************************************************************************/
/* query_result.h */
/* prepared_statement.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */

View File

@ -36,10 +36,10 @@
#include "database_manager.h"
#include "database_multi_threaded.h"
#include "database_single_threaded.h"
#include "prepared_statement.h"
#include "query_builder.h"
#include "query_result.h"
#include "table_builder.h"
#include "prepared_statement.h"
#include "core/config/engine.h"

View File

@ -32,8 +32,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/string/ustring.h"
#include "core/string/string_builder.h"
#include "core/string/ustring.h"
#include "core/object/reference.h"

View File

@ -34,9 +34,8 @@
#include "../resources/skeleton_modification_2d.h"
#include "../resources/skeleton_modification_stack_2d.h"
#include "core/config/engine.h"
#include "scene/main/scene_string_names.h"
#include "core/config/engine.h"
#include "core/math/transform_interpolator.h"
#include "scene/main/scene_string_names.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_data.h"
@ -749,7 +748,6 @@ void Skeleton2D::_notification(int p_what) {
}
}
RID Skeleton2D::get_skeleton() const {
return skeleton;
}

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* register_types.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "register_types.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* register_types.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef XATLAS_UNWRAP_REGISTER_TYPES_H
#define XATLAS_UNWRAP_REGISTER_TYPES_H

File diff suppressed because it is too large Load Diff

View File

@ -1,3 +1,34 @@
/*************************************************************************/
/* xatlas.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
/*
MIT License
@ -36,8 +67,7 @@ Copyright NVIDIA Corporation 2006 -- Ignacio Castano <icastano@nvidia.com>
namespace xatlas {
enum class ChartType
{
enum class ChartType {
Planar,
Ortho,
LSCM,
@ -46,8 +76,7 @@ enum class ChartType
};
// A group of connected faces, belonging to a single atlas.
struct Chart
{
struct Chart {
uint32_t *faceArray;
uint32_t atlasIndex; // Sub-atlas index.
uint32_t faceCount;
@ -56,8 +85,7 @@ struct Chart
};
// Output vertex.
struct Vertex
{
struct Vertex {
int32_t atlasIndex; // Sub-atlas index. -1 if the vertex doesn't exist in any atlas.
int32_t chartIndex; // -1 if the vertex doesn't exist in any chart.
float uv[2]; // Not normalized - values are in Atlas width and height range.
@ -65,8 +93,7 @@ struct Vertex
};
// Output mesh.
struct Mesh
{
struct Mesh {
Chart *chartArray;
uint32_t *indexArray;
Vertex *vertexArray;
@ -81,8 +108,7 @@ static const uint32_t kImageIsBilinearBit = 0x40000000;
static const uint32_t kImageIsPaddingBit = 0x20000000;
// Empty on creation. Populated after charts are packed.
struct Atlas
{
struct Atlas {
uint32_t *image;
Mesh *meshes; // The output meshes, corresponding to each AddMesh call.
float *utilization; // Normalized atlas texel utilization array. E.g. a value of 0.8 means 20% empty space. atlasCount in length.
@ -99,15 +125,13 @@ Atlas *Create();
void Destroy(Atlas *atlas);
enum class IndexFormat
{
enum class IndexFormat {
UInt16,
UInt32
};
// Input mesh declaration.
struct MeshDecl
{
struct MeshDecl {
const void *vertexPositionData = nullptr;
const void *vertexNormalData = nullptr; // optional
const void *vertexUvData = nullptr; // optional. The input UVs are provided as a hint to the chart generator.
@ -138,8 +162,7 @@ struct MeshDecl
float epsilon = 1.192092896e-07F;
};
enum class AddMeshError
{
enum class AddMeshError {
Success, // No error.
Error, // Unspecified error.
IndexOutOfRange, // An index is >= MeshDecl vertexCount.
@ -153,8 +176,7 @@ AddMeshError AddMesh(Atlas *atlas, const MeshDecl &meshDecl, uint32_t meshCountH
// Wait for AddMesh async processing to finish. ComputeCharts / Generate call this internally.
void AddMeshJoin(Atlas *atlas);
struct UvMeshDecl
{
struct UvMeshDecl {
const void *vertexUvData = nullptr;
const void *indexData = nullptr; // optional
const uint32_t *faceMaterialData = nullptr; // Optional. Overlapping UVs should be assigned a different material. Must be indexCount / 3 in length.
@ -170,8 +192,7 @@ AddMeshError AddUvMesh(Atlas *atlas, const UvMeshDecl &decl);
// Custom parameterization function. texcoords initial values are an orthogonal parameterization.
typedef void (*ParameterizeFunc)(const float *positions, float *texcoords, uint32_t vertexCount, const uint32_t *indices, uint32_t indexCount);
struct ChartOptions
{
struct ChartOptions {
ParameterizeFunc paramFunc = nullptr;
float maxChartArea = 0.0f; // Don't grow charts to be larger than this. 0 means no limit.
@ -194,8 +215,7 @@ struct ChartOptions
// Call after all AddMesh calls. Can be called multiple times to recompute charts with different options.
void ComputeCharts(Atlas *atlas, ChartOptions options = ChartOptions());
struct PackOptions
{
struct PackOptions {
// Charts larger than this will be scaled down. 0 means no limit.
uint32_t maxChartSize = 0;
@ -238,8 +258,7 @@ void PackCharts(Atlas *atlas, PackOptions packOptions = PackOptions());
void Generate(Atlas *atlas, ChartOptions chartOptions = ChartOptions(), PackOptions packOptions = PackOptions());
// Progress tracking.
enum class ProgressCategory
{
enum class ProgressCategory {
AddMesh,
ComputeCharts,
PackCharts,

View File

@ -51,7 +51,6 @@ void warn(const char *format, ...);
#if __cplusplus >= 201103L
[[noreturn]]
#endif
void
fatal(const char *format, ...);
void fatal(const char *format, ...);
} // namespace frt

View File

@ -827,7 +827,6 @@ Error OS_JavaScript::initialize(const VideoMode &p_desired, int p_video_driver,
set_window_per_pixel_transparency_enabled(true);
}
#ifndef GLES3_DISABLED
bool gles3 = true;
if (p_video_driver == VIDEO_DRIVER_GLES2) {

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/* godot_webgl2.cpp */
/**************************************************************************/
/*************************************************************************/
/* pandemonium_webgl2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "pandemonium_webgl2.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/* godot_webgl2.h */
/**************************************************************************/
/*************************************************************************/
/* pandemonium_webgl2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef PANDEMONIUM_WEBGL2_H
#include "GLES3/gl3.h"

View File

@ -34,4 +34,3 @@
#ifndef GLES3_DISABLED
#define GLES3_INCLUDE_H "platform/javascript/godot_webgl2.h"
#endif

View File

@ -200,7 +200,6 @@ Error OS_UWP::initialize(const VideoMode &p_desired, int p_video_driver, int p_a
}
while (true) {
#ifndef GLES3_DISABLED
if (opengl_api_type == ContextEGL_UWP::GLES_3_0) {
if (RasterizerGLES3::is_viable() == OK) {

View File

@ -1568,7 +1568,6 @@ Error OS_Windows::initialize(const VideoMode &p_desired, int p_video_driver, int
gl_initialization_error = true;
break;
#endif
}
}

View File

@ -37,4 +37,3 @@
#ifndef GLES3_DISABLED
#define GLES3_INCLUDE_H "thirdparty/glad/glad/glad.h"
#endif

View File

@ -36,8 +36,8 @@
#include "core/math/transform_interpolator.h"
#include "core/os/os.h"
#include "scene/main/canvas_item.h"
#include "scene/2d/gpu_particles_2d.h"
#include "scene/main/canvas_item.h"
#include "scene/resources/material/particles_material.h"
#include "scene/resources/texture.h"
#include "servers/rendering_server.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/* particles_2d.cpp */
/**************************************************************************/
/*************************************************************************/
/* gpu_particles_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,13 +27,13 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "gpu_particles_2d.h"
#include "core/os/os.h"
#include "scene/resources/material/particles_material.h"
#include "scene/main/scene_string_names.h"
#include "scene/resources/material/particles_material.h"
#ifdef TOOLS_ENABLED
#include "core/config/engine.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/* particles_2d.h */
/**************************************************************************/
/*************************************************************************/
/* gpu_particles_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef PARTICLES_2D_H
#define PARTICLES_2D_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* baked_lightmap.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,21 +27,21 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "baked_lightmap.h"
#include "core/config/project_settings.h"
#include "core/io/config_file.h"
#include "core/io/resource_saver.h"
#include "core/math/math_defs.h"
#include "core/os/dir_access.h"
#include "core/os/os.h"
#include "scene/resources/material/spatial_material.h"
#include "voxel_light_baker.h"
#include "scene/resources/sky.h"
#include "scene/resources/environment_3d.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/sky.h"
#include "scene/resources/world_3d.h"
#include "core/config/project_settings.h"
#include "voxel_light_baker.h"
void BakedLightmapData::set_bounds(const AABB &p_bounds) {
bounds = p_bounds;

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* baked_lightmap.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,17 +27,17 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef BAKED_LIGHTMAP_H
#define BAKED_LIGHTMAP_H
#include "core/containers/local_vector.h"
#include "scene/resources/mesh/mesh.h"
#include "multimesh_instance.h"
#include "scene/3d/light.h"
#include "scene/3d/lightmapper.h"
#include "scene/3d/visual_instance.h"
#include "scene/resources/mesh/mesh.h"
class Sky;
class Environment3D;

View File

@ -34,13 +34,13 @@
#include "collision_object.h"
#include "core/config/engine.h"
#include "core/math/projection.h"
#include "core/math/transform_interpolator.h"
#include "scene/3d/spatial_velocity_tracker.h"
#include "scene/main/viewport.h"
#include "scene/resources/environment_3d.h"
#include "scene/resources/material/material.h"
#include "scene/resources/mesh/surface_tool.h"
#include "scene/resources/world_3d.h"
#include "core/math/transform_interpolator.h"
#include "servers/rendering/rendering_server_constants.h"
void Camera::_update_audio_listener_state() {

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* gi_probe.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "gi_probe.h"

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* gi_probe.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef GI_PROBE_H
#define GI_PROBE_H

View File

@ -1,12 +1,13 @@
/**************************************************************************/
/* particles.cpp */
/**************************************************************************/
/*************************************************************************/
/* gpu_particles.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,15 +27,15 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "gpu_particles.h"
#include "core/os/os.h"
#include "scene/resources/material/particles_material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "scene/main/scene_string_names.h"
#include "scene/resources/material/particles_material.h"
#include "scene/resources/material/shader_material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/mesh/mesh.h"
#include "servers/rendering_server.h"

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@ -1,12 +1,13 @@
/**************************************************************************/
/* particles.h */
/**************************************************************************/
/*************************************************************************/
/* gpu_particles.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef PARTICLES_H
#define PARTICLES_H

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@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* lightmapper.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "lightmapper.h"

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@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* lightmapper.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef LIGHTMAPPER_H
#define LIGHTMAPPER_H
@ -86,7 +87,9 @@ public:
instID(INVALID_GEOMETRY_ID) {}
/*! Tests if we hit something. */
_FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; }
_FORCE_INLINE_ explicit operator bool() const {
return geomID != INVALID_GEOMETRY_ID;
}
public:
Vector3 org; //!< Ray origin + tnear

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@ -43,8 +43,8 @@
#include "portal.h"
#include "room_group.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
#include "scene/3d/gpu_particles.h"
#include "scene/3d/light.h"
#include "scene/3d/sprite_3d.h"
#include "scene/resources/mesh/multimesh.h"
#include "scene/resources/world_3d.h"

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@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* voxel_light_baker.cpp */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#include "voxel_light_baker.h"

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@ -1,12 +1,13 @@
/**************************************************************************/
/*************************************************************************/
/* voxel_light_baker.h */
/**************************************************************************/
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
/*************************************************************************/
#ifndef VOXEL_LIGHT_BAKER_H
#define VOXEL_LIGHT_BAKER_H

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@ -44,6 +44,7 @@
#include "scene/2d/collision_polygon_2d.h"
#include "scene/2d/collision_shape_2d.h"
#include "scene/2d/cpu_particles_2d.h"
#include "scene/2d/gpu_particles_2d.h"
#include "scene/2d/joints_2d.h"
#include "scene/2d/light_2d.h"
#include "scene/2d/light_occluder_2d.h"
@ -59,7 +60,6 @@
#include "scene/2d/navigation_polygon_instance.h"
#include "scene/2d/parallax_background.h"
#include "scene/2d/parallax_layer.h"
#include "scene/2d/gpu_particles_2d.h"
#include "scene/2d/path_2d.h"
#include "scene/2d/physics_body_2d.h"
#include "scene/2d/polygon_2d.h"
@ -71,9 +71,9 @@
#include "scene/2d/touch_screen_button.h"
#include "scene/2d/visibility_notifier_2d.h"
#include "scene/2d/y_sort.h"
#include "scene/3d/baked_lightmap.h"
#include "scene/3d/label_3d.h"
#include "scene/3d/world_environment_3d.h"
#include "scene/3d/baked_lightmap.h"
#include "scene/animation/animation_blend_space_1d.h"
#include "scene/animation/animation_blend_space_2d.h"
#include "scene/animation/animation_blend_tree.h"
@ -199,6 +199,7 @@
#include "scene/3d/collision_shape.h"
#include "scene/3d/cpu_particles.h"
#include "scene/3d/gi_probe.h"
#include "scene/3d/gpu_particles.h"
#include "scene/3d/immediate_geometry.h"
#include "scene/3d/interpolated_camera.h"
#include "scene/3d/light.h"
@ -215,7 +216,6 @@
#include "scene/3d/navigation_obstacle.h"
#include "scene/3d/occluder.h"
#include "scene/3d/path.h"
#include "scene/3d/gpu_particles.h"
#include "scene/3d/physics_body.h"
#include "scene/3d/physics_joint.h"
#include "scene/3d/portal.h"

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@ -250,7 +250,6 @@ bool MergingTool::is_mergeable_with(const MeshInstance &p_mi, const MeshInstance
return false;
}
if (p_check_surface_material_match) {
Ref<Mesh> rmesh_a = p_mi.get_mesh();
Ref<Mesh> rmesh_b = p_other.get_mesh();

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@ -4474,4 +4474,3 @@ RenderingServerScene::~RenderingServerScene() {
light_culler = nullptr;
}
}